Pyre Releases July 25th On PC, PS4; Doesn’t Feature Game Over Screen
Pyre
(Last Updated On: May 31, 2017)

Supergiant’s Pyre has finally nailed down a release date. This game has been on our radar for quite some time because it has a rather inventive storyline that only Supergiant could come up with, and after three years of development it’s finally prepping to see the light of day this summer at the end of July on both the PC and PS4.

The news went out recently and it was followed by a post over on the PlayStation Blog by Supergiant creative director, Greg Kasavin. He explained more about the game and its play-style, something that’s been sorely missing leading up to release of Pyre.

While we knew that it was a party-based RPG where players take on the role of a group of exiles who must battle through a tournament of sort in order to escape from purgatory, what you may not have known is that Pyre doesn’t have a game over screen.

There’s a continually branching story as you attempt to try and try again in order to earn your freedom while competing in three-on-three party-based matches against other teams. Kasavin explains that it’s all about building that personal story experience for players, so that no two games are ever alike…

“[…] one of the unique aspects of Pyre is how you are never forced to lose progress. Whether you prevail or fail, your journey continues. The interactive narrative is expressed through a story that should feel personal to you, and that no two players will experience in quite the same way.”

The game sports more than 20 different characters, along with a versus mode that players can indulge in when they get tired of the single-player mode or when they finally conquer it.

Kasavin says that this is Supergiant’s biggest game yet. Previously they worked on classics like Transistor and Bastion, both of which had compelling stories and equally compelling soundtracks to match.

You can look for Pyre to launch on the PlayStation 4 and PC starting July 25th.


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Billy has been rustling Jimmies for years covering video games, technology and digital trends within the electronics entertainment space. The GJP cried and their tears became his milkshake. Need to get in touch? Try the Contact Page.

6 comments Categories: News, PC, PS4 Tags: , , , ,
  • Reven

    Supergiant has never let me down on making great games and a great soundtrack to go with it. I’ve followed Greg Kasavin’s activities in the gaming world since he was with Gamespot giving reviews to games like Morrowind and Oblivion. I met the man at PAX West, have two signed Bastion prints framed on my wall. I’m really excited for Pyre, the art style is just amazing and the gameplay I HAVE seen looks really neat. We need more rpg games with a sport battle system.

    • I agree. I love the concept of this game, too. It’s very original. They really seem to like thinking outside of the box when it comes to both game design and story.

      • Reven

        They also have Logan Cunningham, who has like the best narrator voice ever. His range is great, considering he was Rucks in Bastion, the guy in the Transistor, and now… I think I’ll call him/her/it the Watcher in Pyre. Before Chucklefish changed the direction of the story for Starbound, they had gotten him to do narration for the race intros they were working on during early development. The Avian and Human unfinished intros can be seen on Tiyuri’s youtube channel.

        • The Avian and Human unfinished intros can be seen on Tiyuri’s youtube channel.

          Oh really? I did not know this. I thought Cunningham’s narration is what made Bastion elevated from a decent game to a thoroughly entertaining game. I’m gonna go check out those intros to Starbound. That really would have helped with the game’s lore and atmosphere. A shame they didn’t keep him.

          • Reven

            Yeah, not sure why they never used those intros. But my guesses would be they decided to go in a different direction since the turned the matter manipulator into an important part of the game world (at the time the MM was just an inventory item that equated a low powered harvesting tool that when you could make picks and drills lost all usefulness), so they had to have a reason the player got one, hence the human intro becoming the protectorate intro and the only one in the game. That or they were so pressured into finishing 1.0 to get the people to stop complaining they rushed it. I could see either one. Luckily while I like the lore, I don’t play Starbound for the story and lore alone, and was well worth my $15 preorder back in April of 2013. Hell worth it for the soundtrack alone, despite anything else, it has a great soundtrack.

          • I never really bothered listening to the soundtrack in full. Crazy because I bought it once it first landed in Early Access and then shortly after got a bunch of mods for it, including the Mass Effect OST mod, which I thought fit perfectly when exploring that modded biome featuring the dystopian city.

            But yeah the story wasn’t much to captivate me. I just followed the necessary steps to unlock the new stuff so I could craft better gear. But come to think of it, had the game had a tighter narrative with Cunningham provided voiceover for the narrative arcs, I could actually see myself playing to actually discover more about the story.

            Meh, it’s a fun game either way and Chucklefish already got their money and millions of copies sold anyway so it doesn’t really matter at this point.